On their voyage through space back to the Pact Worlds, the heroes and their new Stewards allies begin to realize disturbing gaps in their recent memory, missing moments of lost time replace...
Now members of the Starfinder Society and piloting their very own ship, the heroes head to the planet Castrovel, home of some of the best universities in the Pact Worlds, to research the clues they...
Tracking the Cult of the Devourer, the heroes travel to the asteroid belt called the Diaspora, but they must face space pirates and other treacherous dangers of the asteroid field to find the cult'...
Still on the heels of the Devourer cult, the heroes head to a distant, uncharted star system, where they find the ruins of an ancient alien city floating in the atmosphere of a gas giant. Exploring...
The heroes journey deeper into the Vast to find the Gate of Twelve Suns, an alien megastructure consisting of a dozen stars arranged in a perfect circle. However, members of the Cult of the Devoure...
The undead Corpse Fleet has appeared in orbit above the Gate of Twelve Suns, intent on seizing the ancient alien superweapon called the Stellar Degenerator. The heroes are massively outgunned, and ...
Deputized by the interstellar police force known as the Stewards after freeing a colony from Azlanti occupation, the heroes journey to the Azlanti Star Empire to rescue their friend who is being he...
The crew of the Oliphaunt have gone from rags to riches... and then lost everything to their rivals. Now, at last, it's time for payback! Their longtime enemy, Lord Sinjin, drow master of an interp...
A distress beacon from a desolate section of tundra sends the heroes on a rescue mission in the biting cold. They find a lone vesk survivor in the wreckage of a starship prowled by a menacing insec...
With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and adm...
With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and adm...
Answering a call for help from a neighboring group of settlers, the heroes embark on a rescue mission that takes them to a hidden jungle valley, where alien dinosaurs prowl among ancient el...
In the aftermath of the Drift Crisis, investigators working for the Eyeswide Agency scramble to take on an influx of cases to track down missing people, bring back lost property, and unravel the ta...
Explore the Galaxy!
Launch into an exciting universe of science fantasy adventure with the Starfinder Beginner Box! Create and customize your own futuristic hero to play through challenging adventu...
Be prepared for nearly every outcome with Starfinder Condition Cards, a handy way for players and GMs to keep track of the most common conditions in the Starfinder Roleplaying Game. Has your soldi...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '